
Creator/writer of I Need A Miracle, host of Merely Roleplayers. (Those are podcasts.) He/him.
1362 posts
Duolingo You Cannot Do This To Me So Soon After I Played Back Through The Silt Verses

Duolingo you cannot do this to me so soon after I played back through The Silt Verses
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More Posts from Merelymatt

I needed this guide today and it was there for me! Posting it so it can be there for you too if and when you need it
I love trans voices in audio dramas. I love when trans characters are voiced by trans actors and their voice isn't 100% passing. I love that said characters are never misgendered. I love how their voices sound beautiful and authentic. I love that their voces sound like mine our my friend's.
best part of the junior high premiere was when the night yorb said “it’s yorbin’ time” and yorbed all over the bad kids
So what would speedrun strategies for tabletop RPGs look like?
In the realm of videogame speedruns a lot of strategies rely on the code producing results that were unintended. Now, anyone who's been on the various character optimization corners of the internet knows that RPGs do have this in spades: RPGs are one of those weird mediums where rules texts are often extremely technical manuals, a lot of authors like to write in a very "natural" sounding register that often results in ambiguity. Reading the resulting ambiguity in such a way that the author very much did not intend but that is technically a possible reading of the text is one way in which I could see speedrun tactics being applied in tabletop RPGs.
Sometimes speedruns don't rely on knowing how to exploit the mechanics in unintended ways but simply on developing a mastery of the mechanics and understanding how to best utilize them. This is also a skill that can be developed via engaging in character optimization and close reading of various systems.
Let me give a few examples:
Picking pockets to reset aggro: Works in B/X D&D (Moldvay & Cook), might be possible in other older editions of D&D. If a Thief rolls more than twice their percent chance of picking a creature's pocket they are caught in the act and the DM is instructed to determine its attitude, for an example by making a reaction check. Should this method actually be used there is always a chance that a character getting caught picking a creature's pocket could result in that creature suddenly having a positive reaction.
Due to this unintended but valid consequence of the rules text, a group of Thieves could simply attempt to reset the attitude of anyone that becomes hostile to them, making it easy to do a Pacifist run.
Use your words: This is from D&D 3.5. You may have heard that the Diplomacy skill in D&D 3.5 is quite busted. It is extremely easy to get a bunch of +2 bonuses from here and there to the point where at a relatively low level it becomes effortless for a character to hit the DCs required to turn a Hostile creature Indifferent (25) or Friendly (35).
Utilizing one of the builds that allow for very large Diplomacy bonuses, it becomes nearly effortless for characters to resolve modules meant to be handled through violence diplomatically. Red Hand of Doom starts the characters off at level 6, which is already enough to gather so many of those tiny bonuses that the skill starts to break. Meaning that simply walking into the camp of the campaign's big bad and going "Why can't we be friends" is within the characters' grasp.